mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-27 22:16:23 +01:00
Polaris sync
This commit is contained in:
@@ -7,6 +7,7 @@
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 1
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w_class = ITEMSIZE_TINY
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preserve_item = 1
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var/leaves_residue = 1
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var/caliber = "" //Which kind of guns it can be loaded into
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@@ -75,6 +76,7 @@
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w_class = ITEMSIZE_SMALL
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throw_speed = 4
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throw_range = 10
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preserve_item = 1
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var/list/stored_ammo = list()
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var/mag_type = SPEEDLOADER //ammo_magazines can only be used with compatible guns. This is not a bitflag, the load_method var on guns is.
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@@ -7,6 +7,7 @@
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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origin_tech = list(TECH_COMBAT = 1)
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var/remaining = 9
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preserve_item = 1
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/obj/item/weapon/magnetic_ammo/examine(mob/user)
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. = ..()
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@@ -46,6 +46,7 @@
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throw_speed = 4
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throw_range = 5
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force = 5
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preserve_item = 1
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origin_tech = list(TECH_COMBAT = 1)
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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@@ -177,4 +177,24 @@ obj/item/weapon/gun/energy/staff/focus
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charge_cost = 200
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user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
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projectile_type = "/obj/item/projectile/forcebolt"
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*/
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*/
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/obj/item/weapon/gun/energy/dakkalaser
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name = "suppression gun"
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desc = "A massive weapon, designed to pressure the opposition by raining down a torrent of energy pellets."
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icon_state = "dakkalaser"
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item_state = "dakkalaser"
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fire_sound = 'sound/weapons/Laser.ogg'
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w_class = ITEMSIZE_HUGE
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charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon.
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projectile_type = /obj/item/projectile/energy/blue_pellet
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self_recharge = 1
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accuracy = 5 // Suppressive weapons don't work too well if there's no risk of being hit.
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burst_delay = 1 // Burst faster than average.
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origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6)
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firemodes = list(
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list(mode_name="single shot", burst = 1, burst_accuracy = list(5), dispersion = list(0), charge_cost = 24),
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list(mode_name="five shot burst", burst = 5, burst_accuracy = list(5,5,5,5,5), dispersion = list(1,1,1,1,1)),
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list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2)),
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)
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@@ -4,7 +4,7 @@
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icon_state = "coilgun"
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item_state = "coilgun"
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icon = 'icons/obj/railgun.dmi'
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// one_hand_penalty = 1
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// one_handed_penalty = 1
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_MAGNET = 4)
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w_class = ITEMSIZE_LARGE
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@@ -193,3 +193,66 @@
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qdel(src)
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return new projectile_type(src)
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/obj/item/weapon/gun/magnetic/fuelrod
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name = "Fuel-Rod Cannon"
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desc = "A bulky weapon designed to fire reactor core fuel rods at absurd velocities... who thought this was a good idea?!"
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description_antag = "This device is capable of firing reactor fuel assemblies, acquired from a R-UST fuel compressor and an appropriate fueltype. Be warned, Supermatter rods may have unforseen consequences."
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description_fluff = "Morpheus' second entry into the arms manufacturing field, the Morpheus B.F.G, or 'Big Fuel-rod Gun' made some noise when it was initially sent to the market. By noise, they mean it was rapidly declared 'incredibly dangerous to the wielder and civilians within a mile radius alike'."
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icon_state = "fuelrodgun"
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item_state = "coilgun"
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icon = 'icons/obj/railgun.dmi'
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 4)
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w_class = ITEMSIZE_LARGE
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removable_components = TRUE
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gun_unreliable = 0
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load_type = /obj/item/weapon/fuel_assembly
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projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod
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power_cost = 500
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/obj/item/weapon/gun/magnetic/fuelrod/consume_next_projectile()
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if(!check_ammo() || !capacitor || capacitor.charge < power_cost)
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return
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if(loaded) //Safety.
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if(istype(loaded, /obj/item/weapon/fuel_assembly))
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var/obj/item/weapon/fuel_assembly/rod = loaded
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if(rod.fuel_type == "composite" || rod.fuel_type == "deuterium") //Safety check for rods spawned in without a fueltype.
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projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod
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else if(rod.fuel_type == "tritium")
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projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/tritium
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else if(rod.fuel_type == "phoron")
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projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/phoron
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else if(rod.fuel_type == "supermatter")
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projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/supermatter
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visible_message("<span class='danger'>The barrel of \the [src] glows a blinding white!</span>")
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spawn(5)
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visible_message("<span class='danger'>\The [src] begins to rattle, its acceleration chamber collapsing in on itself!</span>")
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removable_components = FALSE
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spawn(15)
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audible_message("<span class='critical'>\The [src]'s power supply begins to overload as the device crumples!</span>") //Why are you still holding this?
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playsound(loc, 'sound/effects/grillehit.ogg', 10, 1)
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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var/turf/T = get_turf(src)
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sparks.set_up(2, 1, T)
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sparks.start()
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spawn(15)
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visible_message("<span class='critical'>\The [src] explodes in a blinding white light!</span>")
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explosion(src.loc, -1, 1, 2, 3)
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qdel(src)
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else
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projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod
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use_ammo()
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capacitor.use(power_cost)
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update_icon()
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return new projectile_type(src)
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/obj/item/weapon/gun/magnetic/fuelrod/New()
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cell = new /obj/item/weapon/cell/high
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capacitor = new /obj/item/weapon/stock_parts/capacitor
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. = ..()
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@@ -67,9 +67,9 @@
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w_class = ITEMSIZE_NO_CONTAINER
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_hand_penalty=1, burst_accuracy=null, dispersion=null),
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list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_hand_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
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list(mode_name="long bursts", burst=6, fire_delay=null, move_delay=10, one_hand_penalty=2, burst_accuracy=list(0,-1,-1,-1,-2), dispersion=list(0.6, 0.6, 1.0, 1.0, 1.2)),
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_handed_penalty=1, burst_accuracy=null, dispersion=null),
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list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_handed_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
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list(mode_name="long bursts", burst=6, fire_delay=null, move_delay=10, one_handed_penalty=2, burst_accuracy=list(0,-1,-1,-1,-2), dispersion=list(0.6, 0.6, 1.0, 1.0, 1.2)),
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)
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/obj/item/weapon/gun/magnetic/railgun/automatic/examine(var/mob/user)
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@@ -94,8 +94,8 @@
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fire_sound = 'sound/weapons/rapidslice.ogg'
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_hand_penalty=1, burst_accuracy=null, dispersion=null),
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list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_hand_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_handed_penalty=1, burst_accuracy=null, dispersion=null),
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list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_handed_penalty=2, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
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)
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/obj/item/weapon/gun/magnetic/railgun/flechette/out_of_ammo()
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@@ -333,9 +333,11 @@
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else if(!bumped)
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tracer_effect(effect_transform)
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if(incendiary >= 2)
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var/trail_volume = (flammability * 0.10)
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new /obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(src.loc, trail_volume, src.dir)
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if(incendiary >= 2) //This should cover the bases of 'Why is there fuel here?' in a much cleaner way than previous.
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if(src && src.loc) //Safety.
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if(!src.loc.density)
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var/trail_volume = (flammability * 0.20)
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new /obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(src.loc, trail_volume, src.dir)
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if(!hitscan)
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sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
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@@ -272,6 +272,7 @@
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flammability = 4
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agony = 30
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kill_count = 4
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vacuum_traversal = 0
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/obj/item/projectile/bullet/incendiary/flamethrower/large
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damage = 15
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@@ -182,4 +182,17 @@
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/obj/item/projectile/energy/plasmastun/on_hit(var/atom/target)
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bang(target)
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. = ..()
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. = ..()
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/obj/item/projectile/energy/blue_pellet
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name = "suppressive pellet"
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icon_state = "blue_pellet"
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damage = 5
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armor_penetration = 75
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage_type = BURN
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check_armour = "energy"
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light_color = "#0000FF"
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embed_chance = 0
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muzzle_type = /obj/effect/projectile/pulse/muzzle
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@@ -18,4 +18,100 @@
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name = "flechette"
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icon_state = "flechette"
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damage = 20
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armor_penetration = 100
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armor_penetration = 100
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/obj/item/projectile/bullet/magnetic/fuelrod
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name = "fuel rod"
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icon_state = "fuel-deuterium"
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damage = 30
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stun = 1
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weaken = 0
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agony = 30
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incendiary = 1
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flammability = 0 //Deuterium and Tritium are both held in water, but the object moving so quickly will ignite the target.
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penetrating = 2
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embed_chance = 0
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armor_penetration = 40
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kill_count = 20
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var/searing = 0 //Does this fuelrod ignore shields?
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var/detonate_travel = 0 //Will this fuelrod explode when it reaches maximum distance?
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var/detonate_mob = 0 //Will this fuelrod explode when it hits a mob?
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var/energetic_impact = 0 //Does this fuelrod cause a bright flash on impact with a mob?
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/obj/item/projectile/bullet/magnetic/fuelrod/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) //Future-proofing. Special effects for impact.
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if(istype(target,/mob/living))
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var/mob/living/V = target
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if(detonate_mob)
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if(V.loc)
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explosion(V.loc, -1, -1, 2, 3)
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||||
if(energetic_impact)
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var/eye_coverage = 0
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||||
for(var/mob/living/carbon/M in viewers(world.view, location))
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eye_coverage = 0
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if(iscarbon(M))
|
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eye_coverage = M.eyecheck()
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||||
if(eye_coverage < 2)
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M.flash_eyes()
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||||
M.Stun(2)
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||||
M.Weaken(10)
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if(searing)
|
||||
if(blocked)
|
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blocked = 0
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||||
|
||||
return ..(target, blocked, def_zone)
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||||
/obj/item/projectile/bullet/magnetic/fuelrod/on_impact(var/atom/A) //Future-proofing, again. In the event new fuel rods are introduced, and have special effects for when they stop flying.
|
||||
if(src.loc)
|
||||
if(detonate_travel && detonate_mob)
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||||
visible_message("<span class='warning'>\The [src] shatters in a violent explosion!</span>")
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||||
explosion(src.loc, 1, 1, 3, 4)
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else if(detonate_travel)
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visible_message("<span class='warning'>\The [src] explodes in a shower of embers!</span>")
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||||
explosion(src.loc, -1, 1, 2, 3)
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||||
..(A)
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/obj/item/projectile/bullet/magnetic/fuelrod/tritium
|
||||
icon_state = "fuel-tritium"
|
||||
damage = 40
|
||||
flammability = -1
|
||||
armor_penetration = 50
|
||||
penetrating = 3
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/phoron
|
||||
name = "blazing fuel rod"
|
||||
icon_state = "fuel-phoron"
|
||||
damage = 35
|
||||
incendiary = 2
|
||||
flammability = 2
|
||||
armor_penetration = 60
|
||||
penetrating = 5
|
||||
irradiate = 20
|
||||
detonate_mob = 1
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter
|
||||
name = "painfully incandescent fuel rod"
|
||||
icon_state = "fuel-supermatter"
|
||||
damage = 15
|
||||
incendiary = 2
|
||||
flammability = 4
|
||||
weaken = 2
|
||||
armor_penetration = 100
|
||||
penetrating = 100 //Theoretically, this shouldn't stop flying for a while, unless someone lines it up with a wall or fires it into a mountain.
|
||||
irradiate = 120
|
||||
kill_count = 75
|
||||
searing = 1
|
||||
detonate_travel = 1
|
||||
detonate_mob = 1
|
||||
energetic_impact = 1
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) //You cannot touch the supermatter without disentigrating. Assumedly, this is true for condensed rods of it flying at relativistic speeds.
|
||||
if(istype(target,/turf/simulated/wall) || istype(target,/mob/living))
|
||||
target.visible_message("<span class='danger'>The [src] burns a perfect hole through \the [target] with a blinding flash!</span>")
|
||||
playsound(target.loc, 'sound/effects/teleport.ogg', 40, 0)
|
||||
return ..(target, blocked, def_zone)
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/fuelrod/supermatter/check_penetrate()
|
||||
return 1
|
||||
@@ -74,7 +74,7 @@
|
||||
|
||||
owner << "<span class='[use_span]'>[aiming_at ? "\The [aiming_at] is" : "Your targets are"] [message].</span>"
|
||||
if(aiming_at)
|
||||
aiming_at << "<span class='[use_span]'>You are [message].</span>"
|
||||
to_chat(aiming_at, "<span class='[use_span]'>You are [message].</span>")
|
||||
|
||||
/obj/aiming_overlay/process()
|
||||
if(!owner)
|
||||
@@ -109,25 +109,25 @@ obj/aiming_overlay/proc/update_aiming_deferred()
|
||||
|
||||
if(!locked && lock_time <= world.time)
|
||||
locked = 1
|
||||
owner << "<span class ='notice'>You are locked onto your target.</span>"
|
||||
aiming_at << "<span class='danger'>The gun is trained on you!</span>"
|
||||
to_chat(owner, "<span class ='notice'>You are locked onto your target.</span>")
|
||||
to_chat(aiming_at, "<span class='danger'>The gun is trained on you!</span>")
|
||||
update_icon()
|
||||
|
||||
var/cancel_aim = 1
|
||||
|
||||
var/mob/living/carbon/human/H = owner
|
||||
if(!(aiming_with in owner) || (istype(H) && !H.item_is_in_hands(aiming_with)))
|
||||
owner << "<span class='warning'>You must keep hold of your weapon!</span>"
|
||||
to_chat(owner, "<span class='warning'>You must keep hold of your weapon!</span>")
|
||||
else if(owner.eye_blind)
|
||||
owner << "<span class='warning'>You are blind and cannot see your target!</span>"
|
||||
to_chat(owner, "<span class='warning'>You are blind and cannot see your target!</span>")
|
||||
else if(!aiming_at || !istype(aiming_at.loc, /turf))
|
||||
owner << "<span class='warning'>You have lost sight of your target!</span>"
|
||||
to_chat(owner, "<span class='warning'>You have lost sight of your target!</span>")
|
||||
else if(owner.incapacitated() || owner.lying || owner.restrained())
|
||||
owner << "<span class='warning'>You must be conscious and standing to keep track of your target!</span>"
|
||||
else if(aiming_at.alpha == 0 || (aiming_at.invisibility > owner.see_invisible))
|
||||
owner << "<span class='warning'>Your target has become invisible!</span>"
|
||||
to_chat(owner, "<span class='warning'>You must be conscious and standing to keep track of your target!</span>")
|
||||
else if(aiming_at.alpha <= 50 || (aiming_at.invisibility > owner.see_invisible))
|
||||
to_chat(owner, "<span class='warning'>Your target has become invisible!</span>")
|
||||
else if(get_dist(get_turf(owner), get_turf(aiming_at)) > 7) // !(owner in viewers(aiming_at, 7))
|
||||
owner << "<span class='warning'>Your target is too far away to track!</span>"
|
||||
to_chat(owner, "<span class='warning'>Your target is too far away to track!</span>")
|
||||
else
|
||||
cancel_aim = 0
|
||||
|
||||
@@ -147,13 +147,16 @@ obj/aiming_overlay/proc/update_aiming_deferred()
|
||||
return
|
||||
|
||||
if(owner.incapacitated())
|
||||
owner << "<span class='warning'>You cannot aim a gun in your current state.</span>"
|
||||
to_chat(owner, "<span class='warning'>You cannot aim a gun in your current state.</span>")
|
||||
return
|
||||
if(owner.lying)
|
||||
owner << "<span class='warning'>You cannot aim a gun while prone.</span>"
|
||||
to_chat(owner, "<span class='warning'>You cannot aim a gun while prone.</span>")
|
||||
return
|
||||
if(owner.restrained())
|
||||
owner << "<span class='warning'>You cannot aim a gun while handcuffed.</span>"
|
||||
to_chat(owner, "<span class='warning'>You cannot aim a gun while handcuffed.</span>")
|
||||
return
|
||||
if(target.alpha <= 50)
|
||||
to_chat(owner, "<span class='warning'>You cannot aim at something you cannot see.</span>")
|
||||
return
|
||||
|
||||
if(aiming_at)
|
||||
@@ -167,7 +170,7 @@ obj/aiming_overlay/proc/update_aiming_deferred()
|
||||
|
||||
if(owner.client)
|
||||
owner.client.add_gun_icons()
|
||||
target << "<span class='danger'>You now have a gun pointed at you. No sudden moves!</span>"
|
||||
to_chat(target, "<span class='danger'>You now have a gun pointed at you. No sudden moves!</span>")
|
||||
aiming_with = thing
|
||||
aiming_at = target
|
||||
if(istype(aiming_with, /obj/item/weapon/gun))
|
||||
@@ -200,10 +203,10 @@ obj/aiming_overlay/proc/update_aiming_deferred()
|
||||
|
||||
if(owner.client)
|
||||
if(active)
|
||||
owner << "<span class='notice'>You will now aim rather than fire.</span>"
|
||||
to_chat(owner, "<span class='notice'>You will now aim rather than fire.</span>")
|
||||
owner.client.add_gun_icons()
|
||||
else
|
||||
owner << "<span class='notice'>You will no longer aim rather than fire.</span>"
|
||||
to_chat(owner, "<span class='notice'>You will no longer aim rather than fire.</span>")
|
||||
owner.client.remove_gun_icons()
|
||||
owner.gun_setting_icon.icon_state = "gun[active]"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user